sampler2D return SAMPLER2D;
sampler3D return SAMPLER3D;
samplerCube return SAMPLERCUBE;
+sampler1DArray KEYWORD(130, 130, SAMPLER1DARRAY);
+sampler2DArray KEYWORD(130, 130, SAMPLER2DARRAY);
sampler1DShadow return SAMPLER1DSHADOW;
sampler2DShadow return SAMPLER2DSHADOW;
+samplerCubeShadow KEYWORD(130, 130, SAMPLERCUBESHADOW);
+sampler1DArrayShadow KEYWORD(130, 130, SAMPLER1DARRAYSHADOW);
+sampler2DArrayShadow KEYWORD(130, 130, SAMPLER2DARRAYSHADOW);
+isampler1D KEYWORD(130, 130, ISAMPLER1D);
+isampler2D KEYWORD(130, 130, ISAMPLER2D);
+isampler3D KEYWORD(130, 130, ISAMPLER3D);
+isamplerCube KEYWORD(130, 130, ISAMPLERCUBE);
+isampler1DArray KEYWORD(130, 130, ISAMPLER1DARRAY);
+isampler2DArray KEYWORD(130, 130, ISAMPLER2DARRAY);
+usampler1D KEYWORD(130, 130, USAMPLER1D);
+usampler2D KEYWORD(130, 130, USAMPLER2D);
+usampler3D KEYWORD(130, 130, USAMPLER3D);
+usamplerCube KEYWORD(130, 130, USAMPLERCUBE);
+usampler1DArray KEYWORD(130, 130, USAMPLER1DARRAY);
+usampler2DArray KEYWORD(130, 130, USAMPLER2DARRAY);
+
struct return STRUCT;
void return VOID_TOK;
precision KEYWORD(120, 130 || ES, PRECISION);
/* Additional reserved words in GLSL 1.30. */
+case KEYWORD(130, 130, CASE);
common KEYWORD(130, 999, COMMON);
partition KEYWORD(130, 999, PARTITION);
active KEYWORD(130, 999, ACTIVE);
uimage2DArray KEYWORD(130, 999, UIMAGE2DARRAY);
image1DShadow KEYWORD(130, 999, IMAGE1DSHADOW);
image2DShadow KEYWORD(130, 999, IMAGE2DSHADOW);
+image1DArrayShadow KEYWORD(130, 999, IMAGE1DARRAYSHADOW);
+image2DArrayShadow KEYWORD(130, 999, IMAGE2DARRAYSHADOW);
imageBuffer KEYWORD(130, 999, IMAGEBUFFER);
iimageBuffer KEYWORD(130, 999, IIMAGEBUFFER);
uimageBuffer KEYWORD(130, 999, UIMAGEBUFFER);